-
Posts
2,719 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by rbray89
-
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
what is the current location of BoulderCo? Any other mods installed? How does it not work (do clouds show on the main menu)? Did you install it before? What dows your KSP log show? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
You would add the path to the texture. ie. "BoulderCo/Clouds/Textures/kerbin1" or whatever layer it is that you want to add. You also have to update all the other settings to configure it to how you want it to look. (detail texture, bump texture, etc.) -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Underneath the sliders for color, there is a "MainTex" box. the path goes here. If it is blank, then it just uses the shader default of full white. This post has a picture for reference. The lower left is showing it. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
in the 'Main Texture' box, you have to enter the path to the texture. You can just copy/paste from another layer if you need to. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
you have to select a texture to use. Otherwise, default is full white. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Working on the shader right now, then polishing off how the clouds look, but it may be a while before I figure out a good way to make them behave (move & spawn) and not just look good. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
when you hit reset did it look normal again? If so, you can go into the folder and just remove the two cloud config files. add in the original config file from the zip file. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
So if you select Layer1, Remove, then Apply&Save it doesn't work? Try this: Select Advanced settings, revert to default. Then save. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
can you post a screenshot of the layer1 being selected? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
It doesn't affect saves in any way. Can be added/removed without changing anything. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
are all the fields populated in layer 2? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Might be possible, don't know for sure though. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Of course! Any info is good info. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Oh yes! This looks so much nicer than the normal map we are using now. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Found this... definitely looks nice. http://forum.unity3d.com/threads/200598-Puffy-Smoke-Particles-with-a-volumetric-look -
Hey Squad, I found this thread today... might be worth a look? For ten dollars, I'm certainly tempted. http://forum.unity3d.com/threads/200598-Puffy-Smoke-Particles-with-a-volumetric-look
-
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Hmm... I guess I could attempt that next. Would have to go into another plugin of-course. Not entirely sure how I would go about it though. I think the effects are built into the engines themselves. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Working on figuring out a mechanism to generate/move/transform the mesh. I also tried a few other particle shaders, but none really worked quite right. Might have to make my own. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
try putting it at a slightly higher radius...